=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-07-11_18:39:59 (mfranz)
/var/cvs/SimGear-0.3/source/simgear/scene/model/model.cxx
/var/cvs/SimGear-0.3/source/simgear/scene/model/model.hxx

reset texture path after loading sub-models, which may have changed it


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-07-12_05:43:11 (mfranz)
/var/cvs/SimGear-0.3/source/simgear/scene/model/shadanim.cxx

allocate W*H*4 bytes (rather than W*H*3), as it turned out that
glGetTexImage() returns that much for the default red/white chequer
texture, which is used when the requested texture couldn't be found.
This could be a bug in the implementation (nvidia/100.14.11/Linux x86)
or be normal for compressed textures (GL_COMPRESSED_RGBA_S3TC_DXT5_EXT).
The OSG developers aren't sure about their sizes either (see comment
in src/osg/Image.cpp, revision 7067: computePixelSizeInBits()).

for the 2x2 RGB red/white chequer texture:

      0 1 2 3 4 5 6 7 8 9 a b c d e f
  IN: ff0000ffffffffffffff0000          (see src/ssg/ssgLoadTexture)
 OUT: f70000ffffff....fffffff70000....

where the positions marked with a dot remained untouched.


2f585eeea02e2c79d7b1d8c4963bae2d

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